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Opinion: In-Game Advertising Blows Up

by Steve Gibson, Jul 01, 2007 1:00pm PDT

As gamers know, product placement and advertising in popular media and games isn't a really new idea--it started to garner some attention as far back as 2001, with large companies sponsoring mini-games and Quake levels promoting phones. Still, despite some fuss about the idea, it had yet to catch on in a truly significant way. Gamers were still desperate for marketers to push products on them, but it seemed that it was not quite ready to materialize. How would they know what to buy? After the dotcom blowout, some people picked the idea back up and started to actually form companies dedicated to the concept--in-game ad firms Massive Incorporated and IGA Worldwide sprung up in 2002 and 2004, respectively, and major market research group Nielsen opened up an interactive division. Marketers even tried goofy stuff like allowing players to order pizza in EverQuest 2. By that point, the mass market had raised a few eyebrows. Articles started showing up from outlets like CNN and the Wall Street Journal, discussing the latest marketing shenanigans. As developers started to face the idea of their works of art being littered with whatever the ad guys could sell, they began to speak out a bit. Some were ahead of the game; in 1999, then-Gathering of Developers CEO Mike Wilson, now CEO of Gamecock, expressed a hope that in-game ads could be used to help fund rising development costs. There were even situations where companies were getting ads into games without developer or publisher consent. One such occurrence, involving a Subway ad campaign popping up in Counter-Strike, was quickly "resolved"--and, later that year, Valve and IGA inked an official in-game ad deal. Last year, Microsoft got in the mix by buying up Massive. Not to be outdone, Google, which currently dominates the existing internet ad market, acquired Adscape Media and filed a patent on in-game advertising and tracking technologies, refining the company's ability to be sure you, the gamer, get your personal taste-adjusted fix. Third-party publishers--including Activision, Electronic Arts, Take-Two, THQ, and more--have announced deals of their own, as research mounts claiming just how effective this all can be. So where is this all going? According to research firm Parks Associates, some $370 million was spent on in-game advertising in 2006--but that number is expected to climb to $2 billion by 2012. That puts the projected growth rate of in-game ads well over that of more traditional advertising mediums such as television and the internet. So, really, we're just now seeing the tip of the iceberg. By 2012, as we play through Belts of Conflict on our Xbox 1080s, there will be no question as to what our beverage of choice will be, or what kind of toilet paper we should use when we defecate in delight over all the amazing shiny things we can buy. Of course, through all of this, gamers have always hoped that the benefits gained from extra ad revenue would somehow be passed on via lower prices. Was anyone ever really buying this idea? It has yet to happen on any meaningful scale, though some developers have used post-launch content support as a justification for ads. In the end, the prevalence of ads will be determined by their effectiveness and by gamer acceptance--and for all the discussion and whining that goes on, there hasn't been much genuine resistance. Will the trend drop off over time, or will in-game advertising get more intrusive?




Comments

30 Threads | 68 Comments
  • You know, advertisements on the internet were not that bad when they first started showing up. Simple little banner at the top of the page with a slogan and a link.

    Then the animated gifs came. The ads increased in size. More were added to each and every page. Some clever marketer thought to make their ads look like system dialog boxes.

    Then flash hit the scene. The ads increased in size right along with the page load time. Ads started attempting to give you epileptic seizers. We were tempted to punch the fucking monkey.

    Then came inserticals where every god damn click took you to a full page ad before it allowed you to view content. Or the Slate model where you had to view ads that set a cookie that allowed you to view content.

    Then came the shitty flash hover ads that covered the content until you dismissed it.

    And I haven't even brought up fucking pop-ups yet. Or scumware.

    Gaming is going to go though the same shit in the next 10 years. Absolutely no benefit will come to the consumer. Game prices will continue to go up. Games will continue to become shorter. And we will be fed sequel after sequel and all innovation and creativity is sucked out of the medium just like TV, Music and Movies.

    Eventually there will come a point where I just say fuck it. I'll read a book.

















  • When DVDs starting having previews at the beginning that you couldn't skip at all to the menu, I got annoyed. I'm paying full price for this product, I'm not getting any more of a movie by having ads offset their costs, so it just cut into my personal time.

    In my opinion, the video game industry is being ignorant by saying that they need to offset costs of the next generation in that they are overlooking one critical area: the development process. The next generation games do take more people to make, more content to create, and is more complex than ever before. What this all adds up to is that anything that is wasted costs more now. Waste is a big hidden problem in this industry. The last game I worked on had a 50% waste of art assets ( i.e. one out of two pieces of art created made it into the final game ) and maybe 25% level waste. The industry needs to become smarter on how it develops games, better use of prototyping, smarter planning of asset management, etc. If developers could embrace these things without hurting creativity, then I could see us not needing in-game advertising.

  • Advertising in sports games has been getting progressively more crass and obtrusive.

    It used to be when this trend first started that a product logo was succinctly integrated into the presentation so that when a graphic was on screen, you might see the product name and logo unobtrusively included. You would see sponsors on the rotating ad boards around the stadium and such. This was cool because it was realistic. Now they've gotten to the point where there are forced breaks in gameplay that you cannot bypass in order to show you a sponsor.

    In NBA 2K7, for example, I think they crossed a line when every single game has a "Toyota Fast Break Cam" replay that stops the action and forces you to watch the replay and then they finish by completely blanking the screen to show you the Toyota slogan animation ("Moving ahead" or whatever). If it's getting late in the game and no fast break situation has occurred, they'll force a Toyota fast break cam replay in a situation that isn't even remotely a fast break to make sure they get one in. :-0 (<-- my look of incredulity)

    I'm just waiting for the next round of EA Sports games to incorporate "TV timeouts" where the gameplay stops and you have to sit and watch a commercial before you can continue playing.


  • I think my argument always come down to: no you can't double dip from me.

    Give me something for free or cheap as hell and subsidize it with ads (tv,internet, magazines)

    Or don't put ads and let me pay for it outright. (movies, books, games)

    With this model so old and successful, anyone thinking they can just waltz in and double dip is wrong. So far the attempts have been very, very minor... but the day some publisher says, well we're going to fill this popular franchise with banner ads, and a minute of commercials every 8 minutes, they're going to see it backfire because people aren't going to pay a premium to be irritated.

  • i can just picture it now one day it will be

    Me: Hey dude where you at >?.
    Friend: you know that intel billboard near our base ?
    Me: yep
    Friend : make a left there go to the far end youll see a ghost rider billboard turn right im right behind the starbucks building you cant miss me .
    Me: wait a second i thought we were playing a futuristic wargame ?
    Friend: yes apparently in the future intel is now controlling all government ghost rider is the only movie were allowed to watch and starbucks is the only source of nutrition /shrug .

  • I don't know what major resistance is, but.. i've not bought games i'd otherwise have paid for due to ingame ads. Obviously something like the BF franchise sells on name alone to many people who possibly didn't even know that ads were included, so my money doesn't make much of a dent. This war was lost the minute some asshole decided to devote a company to ingame ads. It's not hard to fudge numbers and "prove" that ingame ads are successful because there isn't anyway of knowing who opted out because of the ads. TL:DR I don't think my money vote counts.